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ozzie12
March 31st, 2004, 05:16
Hi everyone - I'm new to the forum, and Im glad its still alive!

I've been checking out the VRML export feature (I am really in to 3d modeling/animation) and wondred what I could do with it. For a long time I wanted to model the clock tower from Zelda Majoras Mask but never did it, because without the right textures, even the greatest model would look like crap.

So, with the help of the VRML export and the Video Debugger (for the textures), I created this. Lots of painstaking work (almost every face had to be mapped independantly) but thanks to 3ds max's Unwrap UVW I did it.

http://www.villagephotos.com/viewpubimage.asp?id_=8391503

http://www.villagephotos.com/viewpubimage.asp?id_=8391502

http://www.villagephotos.com/viewpubimage.asp?id_=8391505

I'd like to hear your comments.

Malcolm
March 31st, 2004, 05:36
very cool ^_^

rcgamer
March 31st, 2004, 06:02
thats pretty neat.

Qun Mang
March 31st, 2004, 06:38
Looks nice. Good work.

Viper_Viper
April 6th, 2004, 01:20
thats sweet, im in the process of making an animation of link walking around killing things. Ive goten the model but how did u get the textures out of the game?

ozzie12
April 8th, 2004, 00:17
I used Lemmy's Video Debugger, searched for the textures (a lot of clicking) and when I found one I wanted, I pressed the 'Print Screen' key (on the keyboard) and pasted it in MS Paint, where then I cropped it and saved the texture.

By the way Viper be sure to let us see it when you are done.

ozzie12

-Shadow-
April 8th, 2004, 03:32
Hmmmm... This Thread creates one question : Is there a possibility to make a (complex) ROM-Mod ? I mean replacing the models + Textures with others ?
I've Already seen (and got :D ) a small Rom-MOD , where the screen text language was translated into Polnish...

ozzie12
April 9th, 2004, 05:20
H3ad5h0tter, you might want to search the forums for that; it has been discussed more. I don't think it led to anything, but it is interesting.

As for me, I will stick to modding PC games (wheel-less Vice City police cars, anyone?). Plastering my face on virtual downtown billboards is a good way to spend a rainy few hours.

I'm into paper models (go to http://www.3dpapermodel.com.tw for some examples) and am hopefully going to make one of my own using the geometry and textures from The World is Not Enough. I've got a cool program on my computer that takes the 3d model from 3ds max and "unfolds" it into a useable paper model pattern, with glue tabs and fold lines in the right spot.
I am using video game models specifically because they are so low-poly (who would've thought that would come in handy?), so keep a lookout for the finished product.

Meanwhile, go build some paper models...
ozzie12

Gorgy
April 22nd, 2004, 19:25
Ozzie12, could you tell me how you apllied those textures so nicely? When I apply them to the Kokiri Forest (in 3DS MAX 6) they are screwed up. How do I use UVW Mapping for an "ex-VRML" model? And how can I change every group to Editable Mesh/Poly (I`m not able to do it in this model, that`s why I`m not able to Weld with 0.00001 threshold either) and apply textures without face-mapping? :w00t:

Actually, the only thing I could do, was flipping the normals, and apply textures without UVW :crazy:

Thanks for your help !!! :beer:

NeoNight
April 27th, 2004, 03:05
Very NICE!

ozzie12
May 1st, 2004, 22:36
Gorgy: I'm sorry I haven't responded in such a long time, I have been having real trouble with my computer and this is the first time I have sucessfully been able to type out a reply! By the way I also use 3ds max 6, so it's good we are on the same page.

First of all you need to create a standard material but check the '2-sided' box. I don't know what flipping the normals would do, because they are all seemingly random anyway.

As for applying materials: for almost everything except the stone walls of the tower, I didn't use UVW map, I used Unwrap UVW. It is much more powerful but takes a while to get the hang of.

It is important to note that one model is separated into many parts; when I exported a figure of child link from Z:OOT his ears are separate from his face etc. So in order to allow the welding of points, you must make it all one object (vertices on Link's ear can't be welded to vertices on his face while they are separate objects). To do this, select one of the objects (for example, Link's ear) and convert it to an editable mesh/poly. In the modifier panel, choose 'Attach' and select the other objects (Link's head for example) or if there are many objects choose 'Attach List'. Then you can select all the vertices and weld the duplicated ones.

Hope that helps, any more q's feel free, (it makes me feel smart) :)
ozzie12

by the way thanks everyone for your comments!

Gorgy
May 3rd, 2004, 22:54
Gee, thanks for your help ozzie, I`ll try it!

Rapidgorgon
May 5th, 2004, 15:36
never seen anything like it

ModelingMan
May 7th, 2004, 12:23
Hi I'm new to these forums.

I got mario from the Super Mario 64 game, I noticed that N64 handles alphas different than say GTA: Vice City. Anyway still a great that you can export a full scene from a ROM.

Knuckles
May 7th, 2004, 16:17
well, it's not Nemu exclusive, icepir8's TR64 OGL can do that to, and ca actually go farter in some games then nemu plugin, and also has an tile/texture dumper with the vrml one.

ModelingMan???? aren't you the one from GTAForums??

-Shadow-
May 7th, 2004, 16:32
Cooool , are you going to convert this model of mario into GTA Vice City format ? Nice idea ! ^_^

ModelingMan
May 7th, 2004, 17:38
<table border=1>Quote by Knuckles Poted Today At 3:17pm:
ModelingMan???? aren't you the one from GTAForums??</table>
Yes that's me, I am guessing you are Knux. What a coincidence, we are on two of the same forums :cool:

<table border=1>Quote by H3ad5h0tter Posted Today At 3:32pm:
Cooool , are you going to convert this model of mario into GTA Vice City format ? Nice idea ! ^_^</table>
That's what my idea was, but unfortunatley if I insert a model with a different physic than Tommy Vercetti then the model won't appear correctly ingame.

ozzie12
May 7th, 2004, 20:27
If we are going to go that far with this thread, then Mario in Vice City isn't that far from reality.

A while ago when I used GTA3 (where most of my modding happened) I found a mod on the internet that basically turned your character into a midget. It was very buggy at first like you would think, but later releases it became much more stable. I would think that due to the similarity between GTA3 and Vice City, as well as the similarity between the Midget and Mario, this would actually be a very do-able project.

I will try to find the mod and hopefully get it working in vice City- if we want to continue this project.

thanks for the feedback guys (2 pages -w00t!)
ozzie12

Gorgy
May 8th, 2004, 21:56
Looks like a cool project!

BTW: Ozzie, could you briefly tell the process of UVW-unwrapping for VRML, cause if I apply those textures, they`re all messed up and I can`t seem to change it in these .wrl`s.... Sorry for disturbing you again :(

Federelli
May 9th, 2004, 00:48
That mario Model looks way more like the Super Smash Brothers version rather than the Super Mario 64....

ModelingMan
May 9th, 2004, 13:51
I would think that due to the similarity between GTA3 and Vice City, as well as the similarity between the Midget and Mario, this would actually be a very do-able project.

I will try to find the mod and hopefully get it working in vice City- if we want to continue this project.
When it comes to player models there is no similarity. GTA3 uses body parts like Shead, Storso and so on, whereas Vice City uses one whole mesh with bone data.

It is not possible to insert a new player model into Vice City thats physic doesn't match Tommy Vercetti, well it's possible but the model doesn't look right.

Looks like a cool project!

BTW: Ozzie, could you briefly tell the process of UVW-unwrapping for VRML, cause if I apply those textures, they`re all messed up and I can`t seem to change it in these .wrl`s.... Sorry for disturbing you again :(
I know what you mean, I had to retexture that Mario model in Zmodeler.

That mario Model looks way more like the Super Smash Brothers version rather than the Super Mario 64....
Well I don't have the Super Smash Bros. Rom, you probanly think that because I had to retexture him.

ozzie12
May 10th, 2004, 02:50
I didn't know that Modelingman. I never really bothered I guess.
Looks like that project is scrapped. Unless you imported a fully proportional Mario . . . but that would take the fun out of it.

- About Unwrap UVW--this might be a long one. (Editing textures for a VRML model would be the same as any other model, so i would think.) -

(see * at bottom before confusing yourself more)

The basics of Unwrapping:

We'll take a cone, for example.

Radius 1: 5'
R2: 0'
Height: 4'
Height Segs: 1
Cap Segs: 1
Sides: 8

Convert to editable mesh, and weld the vertices that make up the top point.

Apply a material to the cone, preferably a Checker diffuse map for simplicity.
Turn on 'Show Map in Viewport' so you can see it directly.

Add an Unwrap UVW modifier and under 'Parameters' choose 'Edit'.

You should see a large triangle separated into 8 smaller triangles.
Then in the menu of the Edit UVW box choose 'Mapping' then 'Unfold Mapping'.

You should see the 8 faces that make up the lateral section of the cone and the octagon that forms the base of the cone. Underneath you will see the checker pattern.

Changing the vertices in the Editing window will not change the model itself, but the mapping. Scale the whole selection until it is about the size of the visible texture pattern, and notice how the mapping of the cone changes. Experiment. It's hard to explain how it works, but basically as you change the vertices in the EditUVWs box the 'real' model takes the mapping underneath the pattern and applies it proportionally. (if that made no sense - and I know it didn't - don't worry. Go through the help files, they probably explain it better).

So for example when I was applying the ticked textures onto the part of the clock tower that seems to denominate seconds (the ring thing around the outside of the face of the clock) I would take the faces and in the EditUVWs window strech the vertices into the shape of the rectangular texture, helping the textures to nicely stretch over and (more or less) seamlessly blend with the next one.

(I also apologize if that made no sense either - I am no good at explaining these things.)

*By the way Gorgy - have you tried simply using a 'UVW Mapping' modifier instead? I am not sure about the model, but that would be much, much easier (if you haven't tried that, then that is probably the answer. I used it many times for the stone of the clock tower, as well as the actual face of the clock). If this doesn't work or doesn't do the job, then try to figure out UVW mapping.

Sorry if I made you more confused.

btw I don't mind these sort of questions one bit
good luck with all of this

ozzie12

Gorgy
May 16th, 2004, 17:49
Thanks for your help, ozzie!

And, yet another question, how must I do that on levels? Cause they`re distored as well, but UVW-unwrapping would be a bad choice there ;). The only way to let them show themselves is to check Face Mapping, but the textures are wrong :(. Any suggestions?